Wiley.com
Print this page Share

ActionScript 3.0 Bible, 2nd Edition

ISBN: 978-0-470-52523-4
Paperback
1008 pages
April 2010
ActionScript 3.0 Bible, 2nd Edition (0470525231) cover image
This title is out-of-print and not currently available for purchase from this site.

Introduction xli

Part I: ActionScript 3.0 Language Basics 1

Chapter 1: Introducing ActionScript 3.0 3

Chapter 2: ActionScript 3.0 Language Basics 15

Chapter 3: Functions and Methods 39

Chapter 4: Object Oriented Programming 51

Chapter 5: Validating Your Program 103

Part II: Core ActionScript 3.0 Data Types 111

Chapter 6: Text, Strings, and Characters 113

Chapter 7: Numbers, Math, and Dates 125

Chapter 8: Arrays 145

Chapter 9: Vectors 167

Chapter 10: Objects and Dictionaries 181

Chapter 11: XML and E4X 191

Chapter 12: Regular Expressions 225

Chapter 13: Binary Data and ByteArrays 257

Part III: The Display List 271

Chapter 14: Visual Programming with the Display List 273

Chapter 15:Working in Three Dimensions 301

Chapter 16: Working with DisplayObjects in Flash Professional 321

Chapter 17: Text, Styles, and Fonts 329

Chapter 18: Advanced Text Layout 367

Chapter 19: Printing 399

Part IV: Event-Driven Programming 407

Chapter 20: Events and the Event Flow 409

Chapter 21: Interactivity with the Mouse and Keyboard 429

Chapter 22: Timers and Time-Driven Programming 461

Chapter 23: Multitouch and Accelerometer Input 473

Part V: Error Handling 489

Chapter 24: Errors and Exceptions 491

Chapter 25: Using the AVM2 Debugger 505

Chapter 26: Making Your Application Fault-Tolerant 523

Part VI: External Data 531

Chapter 27: Networking Basics and Flash Player Security 533

Chapter 28: Communicating with Remote Services 561

Chapter 29: Storing and Sending Data with SharedObject 571

Chapter 30: File Access 589

Part VII: Sound and Video 603

Chapter 31: Playing and Generating Sound 605

Chapter 32: Playing Video 625

Chapter 33: Capturing Sound and Video 643

Part VIII: Graphics Programming and Animation 655

Chapter 34: Geometric and Color Transformations 657

Chapter 35: Programming Vector Graphics 687

Chapter 36: Programming Bitmap Graphics 733

Chapter 37: Applying Filters 769

Chapter 38: Writing Shaders with Pixel Bender 803

Chapter 39: Scripting Animation 835

Chapter 40: Advanced 3D 855

Part IX: Flash in Context 877

Chapter 41: Globalization, Accessibility, and Color Correction 879

Chapter 42: Deploying Flash on the Web 897

Chapter 43: Interfacing with JavaScript 905

Chapter 44: Local Connections between Flash Applications 911

Index 921

Related Titles

Web Development Software

by Danny Goodman, Michael Morrison, Paul Novitski, Tia Gustaff Rayl
by Aaron Brazell
by Rob Huddleston
by Joseph Lowery
by Bill Sanders
by Donna L. Baker
Back to Top